CGMY

From Sword World Translation Project
Jump to navigationJump to search

Mystic (Minor Class)[edit | edit source]

The Mystic class offers the ability to tell fortunes. The Mystic is not skilled with weapons, and cannot use magic, but has the ability to detect good and bad omens and predict the future.
Users of the Mystic class are called Diviners. The future predicted by a Diviner is the most likely future that will come true if they take no action.
Through an ability called Divinations, the diviner can change it and bring about a more convenient future for others or himself.

Mystics are proficient in:

  • Use of Divinations / Divinations Checks
  • Search Checks
  • Meteorology Checks

Divinations[edit | edit source]

Divinations are an ability that can be used by learning Mystics. It is a technique to guide your friends and yourself to a better future through divination and intuition. When you acquire one level of Mystic, you can choose to learn one of the Divinations.
After that, each time you gain another level of Mystic, you will be able to learn and use a new Divination. Some Divinations have a minimum level requirement (Level 5 or 10) to acquire them, and such Divinations can only be acquired when your Mystic Class has reached the indicated level. Even if your Mystic Class is higher than 5 or 10, you can still learn lower level Divinations that do not have a level requirement.
Divination is not magic. The Mystic class is used to perform Divination Checks. Each Divination has a different Ability Score, which can be either Dexterity, Intelligence, or Spirit.
Since Divinations aren’t magic, Divinations with a duration do not respond to [Sense Magic], and cannot be removed by [Dispel Magic]. It also has no attributes such as curse or psychic, and any sort of magic or other effect that interacts with these attributes doesn't apply to Divinations.
However, there are other spells and effects that can remove the effect of the Divination, such as [Perfection Cancellation], [Restoration], and [Dispel Needle].
It is not possible for the diviner to cancel the effect of a Divination with a duration. Unless otherwise stated, a target that has already been affected by a Divination cannot be affected by the same Divination for the duration of the effect.

Diurnal Type and Nocturnal Type[edit | edit source]

There are two types of divinations: Diurnal type and Nocturnal Type.

Diurnal Divination[edit | edit source]

This type of Divination has the diviner actively involved in the divination process. The diviner uses a "divining tool" to try to bring about a more favorable future. Diurnal Divinations are performed as a Major Action.
Unlike the Nocturnal Type, which will be discussed later, the use of this type of Divination is classified as an action check.
When using Diurnal type Divination, a Full Move cannot be taken during the same turn.

Nocturnal Divination[edit | edit source]

Nocturnal Divination allows the diviner to sense and possibly avoid future events that might bring harm to them and their allies. They work very differently from conventional gameplay. The diviner declares the use of these divination only after something bad has actually happened in the game. You can then use the appropriate Nocturnal Divination. To do so, make a Divination check to determine if that event actually occured or if it could be averted.
The process is as follows:
Event occurs ➔ Use of Divination ➔ cancellation or alteration of event.
However, this whole interaction looks different from the perspective of the character.
Events that should have happened once in the game are interpreted as premonitions of the near future - as visions. Your character might warn their allies by saying something like "Disaster will strike if you don’t turn back!". This vision might allow you and your companions to act differently and avoid an unfavorable future.
These Divinations are extremely powerful and can allow you to see and avoid even your own death.
Nocturnal Divinations are performed by the player declaring , if necessary. No divination tools are required. Due to their nature, their use is not considered to be an action, nor is the necessary check classified as an action check. There are no restrictions on movement after using them.
Nocturnal Divination has a very limited time where you can declare their use. They must be used right after whatever event you want to prevent occurs. Afterwards, if “time passed” so to speak, a Nocturnal Divination can no longer be used.
In the case of a redo, the HP, MP, etc. of all the characters involved will be restored to what they were at the time of the redo. Next, the MP and HP cost will be taken care of. After that, time resets.
The same diviner may not attempt to prevent an event in such a matter more than once.

Use of Divination/Divination Checks[edit | edit source]

Whenever a Divination is used, whether it is a Diurnal type or a Nocturnal Type Divination, a "Divination Check" is made. Each Divination uses one of the following Ability Scores: Dexterity, Intelligence, or Spirit.
A Diviner may use "Target: 1" Divination on themselves, but they must take a -4 penalty to their Divination check.
Divinations are treated as being “Resist: Can’t”.

Divination Result Table[edit | edit source]

The outcome of a divination depends on the result of the Divination Check.
Each Divination has its own "Divination Result Table", and the results are applied based on the results of the Divination Check. Any effect that alters the success value, such as the Magic Items Ability-Enhancing Ring/Bracelet, or the Racial Ability Sword's Salvation/Change Fate, work for Divinations as well.
For automatic failures of Divination checks, the "Automatic Failures" entry on the Divination Results Table is applied. For non-automatic failures, the “Automatic Failure” entry is not used, no matter how low the result is.
The Diviner can change the result of the Divination result table to that of the "Automatic Failure" at will, after checking the success value.
When a Divination check succeeds automatically, the Diviner can choose any result regardless of the success value. Some divinations have an "Auto Success Only" field, which the diviner can choose only when the divination check results in an automatic success.
The target, range, area, and duration of the effect of each divination are different.These may change even for the same divination, depending on the divination result table. In particular, the "automatic failure" column has no effect on the target at all, and most often has a negative effect for the diviner.

Divination Cost[edit | edit source]

Seeing the future and the ability to change it places a heavy burden on the diviner's mind and body. In particular, Nocturnal Divination can put severe strain on the diviner, as he or she will see a horrible version of the future.
When the diviner uses a Divination, the diviner has to spend MP or HP as compensation. The amount of MP or HP to be paid is indicated in the result table of each divination (i.e., the same divination will cost differently depending on the result of the divination check).
If an MP cost is stated, the diviner loses that amount of MP. In this case, they may use a familiar or "Mako Stones" to compensate for some or all of the MP loss. Of course, only one Mako Stone can be used in a single divination, and if the diviner does not have enough MP to pay the stated cost (i.e. if the character has no MP, or if the character's MP has been reduced to 0 and it is still not enough), the shortage must be paid for with HP. However, if you have enough MP, you cannot use HP as a substitute.
If the compensation is HP, the diviner's HP will be reduced; it can go from zero to negative. Likewise. If an HP cost is stated, the Diviner loses that amount of HP. Naturally, a Diviner's HP can go below zero from this, so a Death Check might be necessary.
If the cost is stated as 'MP/HP', the cost is paid from both HP and MP. The amount allocated to MP is up to player discretion and can be paid by familiars and Mako Stones as usual. Of course, the diviner's MP can only be lowered to 0. HP, however, still can drop below 0. If that is the case, the diviner is knocked unconscious and must make a death check.
Any "damage reduction" effect, be it MP or HP, is ineffective for the purpose of reducing the divination cost. Protection spells and Guardian Stones are all useless in reducing this cost either. Some Class-specific combat feats (detailed below) are able to reduce the cost, however. As a result, the cost may be reduced to "0".
HP and MP lost by compensating the divination cost can be recovered by exactly the same means as normal damage, such as sleep, healing spells and items.

Divination Tools[edit | edit source]

Every Diurnal divination has a corresponding set of divination tools. When using the Diurnal divination, the corresponding divination tool must be held in both hands. The handling of such divination tools is similar to the use and equipping of two-handed weapons.
No vocalization or chanting is required. All divination tools are 100G each.
If a divination tool is listed as "broken" in the divination result table, the tool used for that divination will become broken in the process and become useless.
The following types of Divination Tools are available. The corresponding Divinations have different related ability scores used to perform the divination check.

Divination Tool (Abrv.) Related Ability Score
Astral Rods (Rods) Dexterity
Celestial Tarot (Cards) Intelligence
Star Globe (Orb) Spirit

Nocturnal Divinations do not require divination tools.

Additional Combat Feats for Mystics[edit | edit source]

With the introduction of the Mystic class, the following combat feats will also be added.
All of these combat feats are not Automatically acquired, so they must be acquired as when the adventurer reaches an odd level like any other Combat Feat.

Passive Combat Feats List[edit | edit source]

The feats listed here are always in effect. They do not need to be activated.

Synastry
Prerequisites: Mystic Level 5 Class: -
Description: Makes it easier to target the diviner himself.
Effect: Diviners who have acquired this combat feat will not suffer a -4 penalty to their Divination checks when they target themselves with "Target: 1" Divinations.

In addition, the diviner can select themselves to be the target of the "Beholding Signs" combat feat, or when the diviner is instructed to increase the number of targets on the Divination Result Chart.


Fated Crossing
Prerequisites: Mystic Level 5 Class: -
Description: Increases the success value of the Divination check by ±1.
Effect: The Diviner can change the success value of a Divination check by plus 1 or minus 1 after rolling it.


Accidental Dignity
Prerequisites: Mystic Level 5 Class: -
Description: Reduces the cost of divination by -1.
Effect: The cost specified in the Divination result table is reduced by -1.


Essencial Dignity
Prerequisites: 《Accidental Dignity》 Class: -
Description: Halves the cost of Divinations.
Effect: The cost indicated on the Divination result table is reduced by half (rounded up to the nearest whole number). After that, the reduction by 1 is also applied.


Active Combat Feats List[edit | edit source]

These Combat Feats must be activated to take effect. Activating a Combat Feat is a Minor Action. You may only activate one Combat Feat per turn.

Beholding Signs
Prerequisites: Mystic Level 9 Class: -
Description: Changes “Target” of a divination from “1 Target” to "2 Targets”.
Effect: If a divination targets a single character, you may target two instead.

You perform the required check once, the cost is only paid once as well.
If you have not mastered 《Synastry》, the target cannot be the Diviner himself.


Divinations[edit | edit source]

How to Read Divinations[edit | edit source]

Below you will find a list of the individual divinations. They should be read as follows

  1. Required Level: At the top of each list of Divination, there is a header, "○ Level Mystic Required". The ○ will show how many levels of Mystic a character needs in order to learn any of the Divination under that header.
  2. Type: Next to the required level, there are two types of divination: Diurnal Divination and Nocturnal Divination. The only type of divination available at level 1 are Diurnal type divinations.
  3. Name: The name of the Divination.
  4. Req. Tool: If the divination is of the Diurnal type, the required divination tools are listed here.
  5. Ability Score: The ability score used to calculate the base value for the Divination.
  6. Target: The target of the divination. If this value is "1", the Diviner can target himself/herself, with a -4 penalty to the Divination.
    If the target is also a "Diviner", this penalty doesn't apply.
  7. Range: The range of the Divination.
  8. Duration: The time the Divination lasts. The duration depends on the Divination Result Table.
  9. Overview: A quick overview of the Divination and its effects.
  10. Effect: Detailed descriptions of the Divination and its effects.
  11. Divination Result Table: This is the result table for the Divination check.

Divination List[edit | edit source]

1st Level Mystic Required[edit | edit source]

Diurnal Type Divinations[edit | edit source]
Benefic Guidance Type Diurnal Tool Any
Ability Varies Target One Character Range Touch Duration 1 Day
Divine your lucky color and lucky items for the day.
Effect: Divine a color, item, location, or direction that will bring good luck to the target.

If the divination result table shows "Divine the key to good luck", the GM will consider the scenario and reveal a color, item, location, or direction that will be the key or hint to solving the problem as "Lucky XX". If the GM can think of something other than what is listed here, he or she may tell you about it. The key or hint does not have to be something that directly solves the scenario. If the GM can't think of anything, he can give a random answer, but he should inform the players.
This Divination can only be used once per day on the same target.
If you use it on more than one character in the same scene, or if you use it on different days during the course of a scenario, it is easy to imagine that you will get the same answers (the lucky XX for that scenario will usually be the same for everyone until the end of the scenario).

Divination Result Table
Automatic Failure A malefic star stalks the fortuneteller. All actions taken by the fortuneteller are subject to a modifier of -1.

This effect is cummulative.

〜7 The benefic star eludes you. The Divination has no effect. Cost: 6HP
8〜9 The benefic star eludes you. The Divination has no effect. Cost: 3MP
10〜13 You were able to divine the key to good luck. Cost: 3MP
14〜17 You were able to divine the key to good luck. If the target is wearing the lucky color or lucky item, they can add +1 to the success value of a check.

This effect can only be used once. Cost: 10MP/HP

18〜 You were able to divine the key to good luck. If the target is wearing the lucky color or lucky item, they can add +1 to the success value of a check.

This effect can only be used once. Cost: 3MP


Scout’s Sign Type Diurnal Tool Rod
Ability Dexterity Target One Character Range Touch Duration 1 Hour〜1 Day
Helps target to make skill checks based on Dexterity.
Effect: The target gains a bonus modifier to non-combat checks that use Dexterity as their ability bonus.
Divination Result Table
Automatic Failure The diviner's hands become gnarled and stiff, only able to move with great difficulty. Until the next day, the diviner receives a penalty modifier of -1 to all Dexterity-based skill checks and actions. This effect is cumulative.
〜7 Luck does not smile upon you. The Divination has no effect. Cost: 4HP
8〜9 Luck does not smile upon you. The Divination has no effect. Cost: 2MP
10〜12 The target gains a +1 modifier for 1 hour. Cost: 2MP
13〜15 The target gains a +2 modifier for 1 hour. Cost: 8MP/HP
16〜 The target gains a +1 modifier for 1 day. Cost: 3MP


Ranger’s Sign Type Diurnal Tool Rod
Ability Dexterity Target One Character Range Touch Duration 1 Hour〜1 Day
Helps target to make skill checks based on Agility.
Effect: The target gains a bonus modifier to non-combat Agility-based checks. This bonus does not apply to Initiative checks.
Divination Result Table
Automatic Failure The fortuneteller's feet become swollen and are painful to walk on.

Until the next day, the diviner receives a penalty modifier of 1 to all Agility-based skill checks and actions. This effect is cumulative.

〜7 Luck does not smile upon you. The Divination has no effect. Cost: 4HP
8〜9 Luck does not smile upon you. The Divination has no effect. Cost: 2MP
10〜12 The target gains a +1 modifier for 1 hour. Cost: 2MP
13〜15 The target gains a +2 modifier for 1 hour. Cost: 8MP/HP
16〜 The target gains a +1 modifier for 1 day. Cost: 3MP


Fighter’s Sign Type Diurnal Tool Orb
Ability Spirit Target One Character Range Touch Duration 1 Hour〜1 Day
Helps target to make non-combat related checks based on Strength.
Effect: The target gains a bonus to non-combat Strength-based checks.
Divination Result Table
Automatic Failure The diviner's limbs shrivel up and are unable to move properly. Until the next day, the diviner receives a -1 modifier to all Strength-based skill checks and actions. This effect is cumulative.
〜7 Luck does not smile upon you. The Divination has no effect. Cost: 4HP
8〜9 Luck does not smile upon you. The Divination has no effect. Cost: 2MP
10〜12 The target gains a +1 modifier for 1 hour. Cost: 2MP
13〜15 The target gains a +2 modifier for 1 hour. Cost: 8MP/HP
16〜 The target gains a +1 modifier for 1 day. Cost: 3MP


Sage’s Sign Type Diurnal Tool Card
Ability Intelligence Target One Character Range Touch Duration 1 Hour〜1 Day
Helps target to make non-combat related checks based on Intelligence.
Effect: The target gains a bonus to non-combat Intelligence-based checks.

This bonus is not applied to Initiative checks, and Monster Knowledge checks only apply this bonus when made outside of combat.

Divination Result Table
Automatic Failure The diviner suffers from dizziness and is prevented from thinking clearly.

Until the next day, the diviner receives a -1 modifier to all Intelligence-based skill checks and actions. This effect is cumulative.

〜7 Luck does not smile upon you. The Divination has no effect. Cost: 4HP
8〜9 Luck does not smile upon you. The Divination has no effect. Cost: 2MP
10〜12 The target gains a +1 modifier for 1 hour. Cost: 2MP
13〜15 The target gains a +2 modifier for 1 hour. Cost: 8MP/HP
16〜 The target gains a +1 modifier for 1 day. Cost: 3MP


Warlord's Sign Type Diurnal Tool Rod
Ability Dexterity Target One Character Range Touch Duration 1 Hour〜1 Day
Helps target to make Initiative and Monster Knowledge Checks.
Effect: The target gains a bonus modifier to both Initiative and Monster Knowledge Checks, which are performed at the start of combat.

This effect is automatically removed after the combat including the target has started and the target has received the benefit. The target does not gain a bonus to Monster Knowledge checks made outside of combat.

Divination Result Table
Automatic Failure The diviner is constantly frightened by the presence of unseen monsters.

Until the next day, the diviner suffers a -1 modifier to all action checks that use Intelligence and Agility as their ability bonus.

This effect is cumulative.

〜8 Luck does not smile upon you. The Divination has no effect. Cost: 6HP
9〜10 Luck does not smile upon you. The Divination has no effect. Cost: 3MP
11〜14 The target gains a +1 modifier for 1 hour. Cost: 3MP
15〜17 The target gains a +2 modifier for 1 hour. Cost: 15MP/HP
18〜 The target gains a +2 modifier for 1 day. Cost: 5MP


Hunter’s Sign Type Diurnal Tool Orb
Ability Spirit Target One Character Range Touch Duration 10 Minutes
Grants a bonus on loot table rolls.
Effect: When the target loots a defeated monster, they add a bonus modifier to loot rolls.
Divination Result Table
Automatic Failure The Diviner continues to be plagued by the auditory hallucination of clinking coins.

Until the next day, the diviner suffers a penalty of 1 to his "Listen" and "Danger Sense" checks. This effect is cumulative.

This effect is cumulative.

〜7 Luck does not smile upon you. The Divination has no effect. Cost: 4HP
8〜9 Luck does not smile upon you. The Divination has no effect. Cost: 2MP
10〜14 The target gains a +1 modifier. Cost: 2MP
15〜19 The target gains a +2 modifier. Cost: 10MP/HP
20〜 The target gains a +2 modifier. Cost: 3MP
Automatic Success The target gains a +1 modifier and can make two loot rolls for one body (one section) gaining loot from each.

The time required is 10 minutes for these two loot rolls. Cost: MP3


Benefic Star of Swords Type Diurnal Tool Rod
Ability Dexterity Target One Character Range 30m Duration 10 Seconds (1 Round)
Gives a bonus to accuracy checks.
Effect: The target gains a bonus to accuracy for the duration of the effect.
Divination Result Table
Automatic Failure The rod used is destroyed and the diviner sees numerous glowing triangles in the air for 10 seconds (1 round).

There is no penalty to your action checks.

〜6 The benefic star eludes you. The Divination has no effect. Cost: HP4
7〜8 The benefic star eludes you. The Divination has no effect. Cost: MP2
9〜13 The target gains a +1 modifier. Cost: MP2
14〜16 The target gains a +2 modifier. Cost: MP/HP10
17〜 The Diviner can choose an additional target (Any other Character except the Diviner).

All targets gain a +2 bonus modifier. Cost: MP3

Automatic Success The target's accuracy checks become an automatic successes. Cost: MP3


Benefic Star of Shields Type Diurnal Tool Rod
Ability Dexterity Target One Character Range 30m Duration 10 Seconds (1 Round)
Gives a bonus modifier to evasion checks.
Effect: The target gains a bonus to evasion for the duration of the effect.
Divination Result Table
Automatic Failure The rod used is destroyed and the diviner sees numerous glowing circles in the air for 10 seconds (1 round).

There is no penalty to your action checks.

〜6 The benefic star eludes you. The Divination has no effect. Cost: HP4
7〜8 The benefic star eludes you. The Divination has no effect. Cost: MP2
9〜13 The target gains a +1 modifier. Cost: MP2
14〜16 The target gains a +2 modifier. Cost: MP/HP10
17〜 The Diviner can choose an additional target (Any other Character except the Diviner).

All targets gain a +2 bonus modifier. Cost: MP3

Automatic Success The target's evasion checks become an automatic successes. Cost: MP3


Benefic Star of Synthesis Type Diurnal Tool Card
Ability Intelligence Target One Character Range 30m Duration 10 Seconds (1 Round)
Gives a bonus to evocation checks.
Effect: During the duration of the effect, the target gains a bonus to evocation checks performed as a major action.
Divination Result Table
Automatic Failure The card deck used is destroyed and the diviner sees numerous glowing rectangles in the air for 10 seconds (1 round).

There is no penalty to your action checks.

〜6 The benefic star eludes you. The Divination has no effect. Cost: HP4
7〜8 The benefic star eludes you. The Divination has no effect. Cost: MP2
9〜13 The target gains a +1 modifier. Cost: MP2
14〜16 The target gains a +2 modifier. Cost: MP/HP10
17〜 The Diviner can choose an additional target (Any other Character except the Diviner).

All targets gain a +2 bonus modifier. Cost: MP3

Automatic Success The target's evocation checks become automatic successes. Cost: MP3


Benefic Star of Song Type Diurnal Tool Orb
Ability Spirit Target One Character Range 30m Duration 10 Seconds (1 Round)
Gives a bonus to spellsong checks.
Effect: During the duration of the effect, the target gains a bonus to spellsong checks.
Divination Result Table
Automatic Failure The used orb is destroyed, and the diviner hears an illusionary, deafening roar for a few seconds. as an auditory (1 round).

There is no penalty to your action checks.

〜6 The benefic star eludes you. The Divination has no effect. Cost: HP4
7〜8 The benefic star eludes you. The Divination has no effect. Cost: MP2
9〜13 The target gains a +1 modifier. Cost: MP2
14〜16 The target gains a +2 modifier. Cost: MP/HP10
17〜 The Diviner can choose an additional target (Any other Character except the Diviner).

All targets gain a +2 bonus modifier. Cost: MP3

Automatic Success The target's spellsong checks become an automatic successes. Cost: MP3


Benefic Star of Endurance Type Diurnal Tool Orb
Ability Spirit Target One Character Range 30m Duration 10 Seconds (1 Round)
Gives a bonus to Fortitude and Willpower checks.
Effect: During the duration of the effect, the target gains a bonus to Fortitude and Willpower checks.
Divination Result Table
Automatic Failure The orb used is destroyed and the diviner feels a suffocating pressure for 10 seconds (1 round).

There is no penalty to your action checks.

〜6 The benefic star eludes you. The Divination has no effect. Cost: HP4
7〜8 The benefic star eludes you. The Divination has no effect. Cost: MP2
9〜13 The target gains a +1 modifier. Cost: MP2
14〜16 The target gains a +2 modifier. Cost: MP/HP10
17〜 The Diviner can choose an additional target (Any other Character except the Diviner).

All targets gain a +2 bonus modifier. Cost: MP3

Automatic Success The target's Fortitude and Willpower checks become an automatic successes. Cost: MP3


Nocturnal Type Divinations[edit | edit source]

There are no Nocturnal Divinations with a minimum required level of 1.

5th Level Mystic Required[edit | edit source]

Diurnal Type Divinations[edit | edit source]
Malefic Warning Type Diurnal Tool Any
Ability Varies Target One Character Range Touch Duration 1 Day
Divine the types of hazards you may encounter on your journey.
Effect: If the Divination Result Table shows "Danger Divined", the GM selects the most dangerous/unique trap or monster in the scenario (unless there is a special gimmick, it is usually determined by the abilities of the boss), and provides effective "checks" or some other piece of information to avoid it.

For example, if the boss is a powerful wizard, it would be a willpower check; if it breathes breath, it is a fortitude check. If it features a strong direct attack unique skill, it will be an evasion check. If it deals physical damage with great accuracy, you can specify defense. Or, if the damage dealt by the unique skill has an attribute, that would also be fine. This divination can only be used once per day on the same target. Also, if you use it on multiple characters in the same party, or if you use it on different days in the middle of a scenario, you can easily imagine that you will get the same answer (if the boss has a variety of abilities, you may want to change it up).

Divination Result Table
Automatic Failure A malefic star stalks the diviner. All actions taken by the diviner are subject to a modifier of -1.

This effect is cummulative.

〜12 The benefic star eludes you. The Divination has no effect. Cost: 6HP
10〜14 The benefic star eludes you. The Divination has no effect. Cost: MP3
15〜16 Danger divined. Cost: MP3
17〜18 Danger divined. In addition, the GM will reveal a specific value for the danger in question, such as a Target Number for a check or possible damage. Cost: HP/MP20
19〜 Danger divined. In addition, the GM will reveal a specific value for the danger in question, such as a Target Number for a check or possible damage. Cost: MP3


Akashic Records Type Diurnal Tool Orb
Ability Spirit Target One piece of information Range Unlimited Duration Instant
Divine information you might have missed.
Effect: Through divination, you discover information that should have been obtained through negotiations with others or proper literature research.

The extent of the information obtained depends on the scenario and the GM, but some form of information is obtained regardless. The information obtained should have been obtained with proper negotiation or a successful check. You will not get any information that you do not have means to acquire due to the nature of the scenario.
If the same diviner tries to perform this divination more than once for a single piece of information, the second and subsequent attempts will always fail automatically. Even if there are multiple sources of information in a scenario, if the information obtained is the same, every subsequent attempt will still fail.

Divination Result Table
Automatic Failure The diviner sees his or her own back inside the orb, facing the orb. The orb within the orb also has the diviner's own back and orb. The diviner and the orb are in an infinite chain. The diviner's mind is lost in space, and the diviner continues to stare at the orb.

This effect is treated as a kind of Weak Psychic Attribute, meaning this effect gets canceled by taking damage, or an ally helping you snap out of it as a major action.

〜10 The stars refuse to share their knowledge. The Divination has no effect. Cost: HP6
11〜13 The stars refuse to share their knowledge. The Divination has no effect. Cost: MP3
14〜15 The diviner gains the information that should have been acquired, but only if there were no special conditions or bribery would have gotten them the information as well. In the case of information requiring money, the diviner will find himself or herself losing the appropriate amount of money or an equivalent amount of goods (of his or her choice) during the course of the day. Cost: MP3
16〜17 The diviner gains the information that should have been acquired, but only if there were no special conditions or bribery would have gotten them the information as well. Cost: MP/HP20
18〜19 The diviner gains the information that should have been acquired unconditionally. Cost: HP/MP30
20〜 The diviner gains the information that should have been acquired unconditionally. Cost: MP5


Benefic Star of Mortal Strikes Type Diurnal Tool Rod
Ability Dexterity Target One Character Range 30m Duration 10 Seconds (1 Round)
Reduces the C value of damage rolls made by the target.
Effect: During the effect duration, when the target rolls on the power table to determine damage, its critical value is reduced, regardless of the attack type. This effect does not reduce the critical value below 7.
Divination Result Table
Automatic Failure The rod used is destroyed and the diviner sees numerous glowing arrows in the air for 10 seconds (1 round). There is no penalty for the action.
〜9 The benefic star eludes and has no effect. Cost: HP6
10〜12 The benefic star eludes and has no effect. Cost: MP3
13〜15 The target's C value is reduced by -1. Cost: MP3
16〜18 The target's C value is reduced by -2. Cost: MP/HP15
19〜 The Diviner can choose any one character other than himself to be an additional target. The C value of all targets is reduced by -1. Cost: MP5
Automatic Success The target's C value is reduced by -2. Additionally, the target's first roll on the power table is automatically treated as "12". Cost: MP5


Benefic Star of Magic Type Diurnal Tool Orb
Ability Spirit Target One Character Range 30m Duration 10 Seconds (1 Round)
Gives a bonus modifier to spellcasting checks.
Effect: The target gains a bonus to spellcasting checks for the duration of the effect.
Divination Result Table
Automatic Failure The used orb is destroyed and the diviner sees numerous glowing pentacles in the air for 10 seconds (1 round). There is no penalty to your action checks.
〜13 The benefic star eludes and has no effect. Cost: HP6
14〜15 The benefic star eludes and has no effect. Cost: MP3
16〜17 The target gains a +1 bonus modifier. Cost: MP3
18〜19 The target gains a +2 bonus modifier. Cost: MP/HP20
20〜 The Diviner can choose any one character other than himself to be an additional target. All targets gain a +1 bonus modifier. Cost: MP5
Automatic Success The target's casting check becomes an automatic success. Cost: MP5


Nocturnal Type Divinations[edit | edit source]
Vision of Strife Type Nocturnal Tool -
Ability Spirit Target One Character Range 30m Duration Instant
Vision of a failed negotiation
Effect: This divination can be used at any time after an NPC's attitude has hardened, until immediately after negotiations are ended. The same diviner cannot use this divination again for the same negotiation.
Divination Result Table
Automatic Failure The situation proceeds as seen in the vision, and nothing changes. The diviner then loses consciousness for one hour.
〜11 Things go on as they were in the vision, negotiations turn sour. Cost: HP6
12〜13 Things go on as they were in the vision, negotiations turn sour. Cost: MP3
14〜15 You go back to the beginning of the negotiation scene. Price: MP3
16〜17 Return to the beginning of the negotiation scene. In addition, the diviner intuits the main reason for the failure of the negotiation (the GM must give this information). Cost: MP/HP20
18〜 Return to the beginning of the negotiation scene. In addition, the diviner intuits the main reason for the failure of the negotiation (the GM must give this information). Cost: MP5


Vision of Crumbling Walls Type Nocturnal Tool -
Ability Intelligence Target One Character Range 30m Duration Instant
Vision of an accident caused by a trap
Effect: If a trap causes an accident, the trap will be undone as if it had been a vision. Declare the use of this effect immediately after being trapped and before any damage is dealt. The same diviner cannot use this divination again on a trap that has been redone by the effect of this divination.
Divination Result Table
Automatic Failure The situation continues as it was in the vision, and nothing has changed. The diviner's HP is set to 0 after handling the trap (if it is less than 0 after the trap, it remains at 0).
〜12 Things go on as they were in the vision, the trap springs. Cost: HP6
13〜14 Things go on as they were in the vision, the trap springs. Cost: MP3
15〜16 Start over from the "find traps" check Cost:MP3
17〜18 Revert to before the trap. Redo the search check, or if you haven't done so, you can do so. Cost: MP/HP20
19〜 Revert to before the trap. Redo the search check, or if you haven't done so, you can do so. Cost: MP5
Automatic Success Revert to before the trap. Redo the search check, or if you haven't done so, you can do so. The search check will automatically succeed. Cost: MP5


Vision of Dread Type Nocturnal Tool -
Ability Intelligence Target One Character Range 30m Duration Instant
Vision of Unexpected Danger
Effect: When a "Danger Sense" check fails and you find yourself in a dangerous situation, you can redo the check, as if it were a vision. Declare the use of this Divination immediately after failing the danger detection. The same diviner cannot use this Divination again for the same "Danger Sense" check again.
Divination Result Table
Automatic Failure Things go on as they were in the vision, danger is imminent. Cost: HP20
〜12 Things go on as they were in the vision, death is coming. Cost: HP6
13〜14 Things go on as they were in the vision, death is coming. Cost: MP3
15〜16 Retry the Danger Sense check. Cost: MP3
17〜18 All characters who make a Danger Sense check at the same time receive a +2 bonus modifier, and the check is redone. Cost: MP/HP20
19〜 All characters who make a Danger Sense check at the same time receive a +2 bonus modifier, and the check is redone. Cost: MP5
Automatic Success Treat the Danger Sense check as if it was an automatic success. Cost: MP5


Vision of Ambush Type Nocturnal Tool -
Ability Spirit Target One Character Range 30m Duration Instant
Vision of a Battle where the Enemies take the Initiative
Effect: When you lose the initiative check and lose first strike, you can redo the check as if it was a vision. Declare the use of this divination after losing the initiative and before the battle begins. The same diviner cannot use this Divination again for the same initiative check.
Divination Result Table
Automatic Failure Things go on as they were in the vision, and nothing changes. The Diviner's feet slump, and he can only perform limited movement for 10 seconds (1 round).
〜12 Things go on as they were in the vision, the enemy seizes the initiative. Cost: HP6
13〜14 Things go on as they were in the vision, the enemy seizes the initiative. Cost: MP3
15〜16 Redo the initiative check. Cost: MP3
17〜18 All allies gain a +2 bonus modifier and redo the initiative check. Cost: MP/HP20
19〜 All allies gain a +2 bonus modifier and redo the initiative check. Cost: MP5
Automatic Success The Initiative is treated as if it automatically succeeded. Cost: MP5


10th Level Mystic Required[edit | edit source]

Diurnal Type Divinations[edit | edit source]
Benefic Star of Victory Type Diurnal Tool Orb
Ability Spirit Target One Character Range 30m Duration 10 Seconds (1 Round)
Gives a bonus modifier to all action checks.
Effect: The target gains a bonus modifier to all action checks for the duration of the effect.
Divination Result Table
Automatic Failure The used orb is destroyed and the diviner sees countless chicks floating in the air for 10 seconds (1 round). There is no penalty to any checks.
〜16 The benefic star eludes and has no effect. Cost: HP8
17〜18 The benefic star eludes and has no effect. Cost: MP4
19〜21 The target gains +1 bonus modifier. Cost: MP4
22〜24 The target gains +2 bonus modifier. Cost: MP/HP30
25〜 The Diviner can choose any one character other than himself to be an additional target. All targets gain a +1 bonus modifier. Cost: MP6
Automatic Success All checks performed by the target automatically succeed. Cost: MP6


Nocturnal Type Divinations[edit | edit source]
Vision of Death Type Nocturnal Tool -
Ability Spirit Target One Character Range 30m Duration Instant
A vision of you or your allies death
Effect: If a character dies after failing a death check, the character will start over as if it were a vision. Declare the use of this Divination immediately after failing a death check. The same diviner cannot use this Divination again for the same Death check.
Divination Result Table
Automatic Failure Things go on as they were in the vision, and nothing changes. If the diviner isn’t the target, the diviner's HP is set to 0.
〜16 Things go on as they were in the vision, death is coming. HP10
17〜18 Things go on as they were in the vision, death is coming. Cost: MP5
19〜20 Redo the death check. Cost: MP5
21〜22 Redo death checks with a +4 bonus modifier. Cost: MP:5
23〜24 Redo death checks with a +8 bonus modifier. Cost: MP/HP40
25〜 Redo death checks with a +8 bonus modifier. Cost: MP8
Automatic Success Automatically succeeds in the death check (HP becomes 1 and you regain consciousness). Cost: MP8


Vision of Defeat Type Nocturnal Tool -
Ability Intelligence Target One Character Range 30m Duration Instant
Redoes action checks during combat.
Effect: When the result of an action check during combat is detrimental to the diviner, it is redone as if it were a vision. It can be used at any time from the beginning to the end of the battle. The same diviner cannot use this divining pupil again in a battle redone by this divining pupil.

This Divination is treated as "Resist: N/A".

Divination Result Table
Automatic Failure Things go on as they were in the vision, and nothing changes. Cost: HP20
〜16 Things go on as they were in the vision, defeat was inevitable. Cost: HP10
17〜18 Things go on as they were in the vision, defeat was inevitable. Cost: MP5
19〜21 The action check is redone. Cost: MP5
22〜24 Redo action check with a +2 bonus modifier. Cost: MP/HP40
25〜 Redo action check with a +2 bonus modifier. Cost: MP5
Automatic Success Treat the action check as if it had automatically succeeded. Cost: MP5


Vision of Unpreparedness Type Nocturnal Tool -
Ability Dexterity Target Self Range Unlimited Duration Instant
Acquire a missing item
Effect: Whenever you feel the need for a particular item, but are not in possession of it, you can pretend that it was a vision and that you had prepared it beforehand. This Divination can be used at any time.

Items are treated as if they had been bought in advance by the diviner. Therefore, the object must be something sold on the market, and the diviner must have had the opportunity to acquire it in the past. The diviner must reduce the amount of money needed to purchase the item. This divination can be used any number of times. Of course, a price must be paid each time.

Divination Result Table
Automatic Failure The Diviner realizes that they have been wasting money on useless stuff. The GM may choose any item to give to the diviner within the cost of the needed item (try to make it as trivial and useless as possible).
〜17 Things go on as they were in the vision, you were unprepared. Cost: HP10
18〜19 Things go on as they were in the vision, you were unprepared. Cost: MP5
20〜21 You can prepare any item up to 10,000G, but you will lose twice the regular price of the item. Cost: MP5
22~23 Can prepare any item up to 10,000G. Cost: MP5
24〜25 Can prepare any item as long as the diviner's money allows. Cost: MP/HP30
26~ Can prepare any item as long as the diviner's money allows. Cost: MP8